Substance Asset Manager
物质资产经理
The Substance Asset Manager stores and manages all loaded Substances and Assets. Items in the list can be
dragged to a new position and selected in the same way other elements are selected in Cinema 4D
(
物质资产经理存储和管理所有已装入的物质和资产。列表中的项目可以拖动到一个新的位置,并以在 Cinema 4D 中选择其他元素的同样方式进行选择(Ctrl/Cmd 选择或取消选择单个或多个项目; Shift 选择一个项目范围; Del 选择一个选择范围)。可以通过双击重命名一个资产。
Assets can be dragged and dropped from the Asset Manager to the following locations (all links will be created automatically):
可以将资产从 Asset Manager 拖放到以下位置(所有链接将自动创建) :
When materials are created via drag & drop, a material will be created each time according to the Auto mode described here.
当材质创建通过拖放,材质将创建每次根据自动模式描述在这里。
Assets can be dragged from the Asset Manager into a preset library (the Substance file will also be saved) from where it can again be loaded into an Asset Manager.
可以将资产从资产管理器拖入预设库(也将保存 Substance 文件) ,然后再次将其加载到资产管理器中。
When Assets are selected, their properties will be displayed in the Attribute Manager (which has a special display mode for Substances).
当选择 Assets 时,它们的属性将显示在 Attribute Manager 中(该属性管理器对于 Substances 有一个特殊的显示模式)。
At the left of the Asset’s name you will fine a check box, which can be used to freeze the Asset with its current settings. This is useful, for example, if you are working with a scene that reacts too slowly due to Substance Engine calculations (e.g., you have an animated Asset parameter and you are working with the Timeline and all Asset textures have to be re-calculated for each frame. This can end up being quite arduous, which means that the Asset should be disabled).
在资产名称的左侧,您将处理一个复选框,该复选框可用于冻结资产的当前设置。这是有用的,例如,如果你正在处理一个场景,由于物质引擎的计算反应太慢(例如,你有一个动画资产参数,你正在处理的时间轴和所有资产纹理必须重新计算每个帧。这可能会变得非常艰难,这意味着资产应该被禁用)。
If an Asset is disabled, its settings can be modified and these will also be saved but these will first be passed on to the Substance Engine when the Asset has been enabled.
如果一个资产被禁用,它的设置可以被修改,并且这些设置也将被保存,但是当资产被启用时,这些设置将首先传递给实质引擎。
Make sure that the Asset is enabled prior to rendering (especially Asset parameter animations).
确保在呈现之前启用资产(尤其是资产参数动画)。
At the right of the Asset’s name you will find a preview of the textures that are also displayed in the Attribute Manager, albeit somewhat larger.
在资产名称的右边,你会发现一个纹理的预览,也显示在属性管理器中,虽然有点大。
Clicking on the column’s title bar will arrange the list alphabetically (in which case the items can no longer be re-arranged per drag & drop). Clicking again will arrange the items in reverse order and clicking a third time will remove the alphabetical arrangement.
单击列的标题栏将按字母顺序排列列表(在这种情况下,每次拖放项目不能再重新排列)。再次按一下按钮将会按相反的顺序排列项目,再次按一下按钮将会删除按字母顺序排列的项目。
文件菜单
负载物质..。
Use this command to load a new Asset into Cinema 4D (alternatively you can drag and drop the file into the Substance Asset Manager). A Substance file must have the extension *.sbsar. Depending on the Substance Engine preference settings, a material will also be created that will also be linked accordingly.
使用此命令将一个新的资产加载到 Cinema 4D 中(或者您可以将该文件拖放到 Substance Asset Manager 中)。Substance 文件必须有扩展名 * 。Sbsar.根据物质引擎的偏好设置,一个材质也将被创建,也将被相应地链接。
This also applies to relative and absolute paths for Substance files.
这也适用于物质文件的相对和绝对路径。
从文件夹中载入物质..。
This command can be used to load an entire folder of Substance assets (without the sub-folders).
这个命令可以用来加载物质资产的整个文件夹(不包括子文件夹)。
重新载入物质
If you opened a file with Assets and one of the Substances is changed or published in the Substance Designer, call up this command to reload the Substances.
如果您使用 Assets 打开一个文件,并且在 Substance Designer 中更改或发布了 Substance Designer 中的 Substances 之一,请调用此命令重新加载 Substances。
编辑菜单
停
This command removes the selected elements and copies them to the system cache. The elements can be inserted using the Paste command.
此命令删除选定的元素并将它们复制到系统缓存中。可以使用 Paste 命令插入元素。
收到
This command copies the selected elements to the system cache. They can be inserted any number of times using the Paste command.
此命令将选定的元素复制到系统缓存中。可以使用 Paste 命令插入任意次数。
粘贴
This command inserts the elements cut or copied to the system cache.
此命令将剪切或复制的元素插入到系统缓存中。
Tip 小贴士删除
This command deletes the selected items. Pressing the
这个命令删除选定的项目。按 Del 也会做同样的事情。
删除未使用的物质
This command deletes all Substances to which no material is linked.
此命令删除所有没有材质链接的物质。
选择所有
This command selects all loaded Assets.
此命令选择所有已加载的资产。
取消所有选项
This command deselects all Assets.
此命令取消所有资产。
从标记材质中选择活性材质
This command selects all Assets whose linked materials are selected or marked in the Material Manager (marked materials have a yellow frame around them, i.e., the object to which they are assigned is selected).
该命令选择所有链接材质被选择或标记在材质管理器中的资产(标记材质周围有一个黄色框架,即,它们被分配到的对象被选择)。
从活动对象中选择
This command selects all Assets that are assigned to the selected objects via a material.
此命令通过材质选择分配给选定对象的所有资产。
选择 MaterialsSelect Objects
These commands select all materials/objects that are linked wih the currently selected Assets.
这些命令选择与当前所选资产链接的所有材质/对象。
启用 AllDisable All
These commands enable/disable all Assets. What this means can be read here.
这些命令启用/禁用所有资产。
偏好..。
This command calls up the Substance Engine Preferences
这个命令调用 Substance Engine Preferences
创建菜单
创建标准材质
By default, the corresponding Cinema 4D material will be created with the following assignment when an Asset is created:
默认情况下,相应的Cinema 4D 材质将创建以下分配时,资产被创建:
Substance Output Channel 物质输出通道 | Cinema 4D Material Channel Cinema 4D 材质通道 |
Diffuse 漫反射 | Color 颜色 |
Basecolor * 基色 * | Color 颜色 |
Emissive 发射者 | Luminance 亮度 |
Reflection 反思 | Reflectance 反射率 |
Environment 环境 | Environment 环境 |
Bump 碰一下 | Bump 碰一下 |
Opacity 不透明度 | Alpha 阿尔法 |
Specular 镜面的 | Reflectance/Specular-Standard 反射率/镜面-标准 |
Height 身高 | Displacement 排水量 |
Normal 正常 | Notmals |
Ambient Occlusion 环境遮挡 | Diffusion 扩散 |
*If no Diffuse output channel exists or if the Create Metallic Materials command is called up.
* 如果没有漫反射输出通道存在,或者调用了创建金属材质命令。
This command can be used at any time to create a material with the aforementioned channels.
这个命令可以在任何时候用来创建具有上述通道的材质。
创建金属材质平滑光滑材质
The Substance Designer basically assumes two methods with which physically-based rendering can be displayed with regard to textures.
物质设计器基本上采用两种方法,通过这两种方法可以显示物理上的渲染纹理。
First, the Metallic/Roughness workflow - as it’s called in the Substance Designer - that displays at least the characteristic Base Color, Metallic and Roughness output channels (textures).
首先,金属/粗糙度工作流程——在物质设计器中被称为——至少显示特征的基色、金属和粗糙度输出通道(纹理)。
The other is the Specular/Glossiness workflow, which offers at least the characteristic Diffuse, Glossiness and Specular textures.
另一个是镜面/光泽度工作流程,它至少提供了特有的漫反射、光泽度和镜面纹理。
Both workflows use functions available in the Reflectance channel in Cinema 4D.
这两种工作流程都使用了可用于4D 影院反射通道的功能。
Both the Create Metallic Materials and the Create Glossy Materials commands load the following items in addition to the output channels described:
创建金属材质和创建光滑材质命令除了描述的输出通道外,还加载以下项目:
This ensures that the rendered result looks as much as possible as that of the Substance Designer (identical results are rare). This breakdown can be used as a starting point. You can, for example, disable the Color channel, as previously described in the Additional differences to the previous system section.
这样可以确保呈现的结果看起来尽可能像物质设计器的结果(完全相同的结果是罕见的)。这种分解可以作为一个起点。例如,您可以禁用 Color 通道,如前面系统部分的“附加差异”中所述。
复本
Use this command to duplicate selected Assets.
使用此命令复制选定的资产。
材质复本
Use this command to duplicate selected Assets including all corresponding, linked materials.
使用此命令复制选定的资产,包括所有相应的链接材质。
预设菜单
These commands don’t apply to the Cinema 4D Content Browser. These are Substance Asset Presets (files with the extension *.sbsprs). These are presets that can be created by both the Substance Designer and Cinema 4D. They make it possible to transfer Asset settings between applications without having to load their specific file format.
这些命令不适用于C4D 内容浏览器。这些是 Substance Asset preset (扩展名为 * 的文件)。Sbsprs).这些都是可以由物质设计师和Cinema 4d 创建的预置。它们使在应用程序之间传输 Asset 设置成为可能,而无需加载特定的文件格式。
Of course it make the most sense to use presets together with the Assets to which they belong. However, "foreign" presets can also be used:
当然,将预设与它们所属的资产一起使用是最有意义的。不过,“外国”预设也可以使用:
预置物质
This command assigns a Substance Preset to all selected Assets. Parameters that are not included in the preset will be reset to their default values. If multi-graphs are among the selected Assets, a dialog window for the selected graph will be displayed. Parameters in the preset that are not included in the Asset will be ignored.
此命令为所有选定的资产分配一个物质预置。未包含在预置中的参数将被重置为其默认值。如果所选资产中包含多个图形,则会显示所选图形的对话框窗口。预置中未包含在资产中的参数将被忽略。
预置合并物质
This command assigns a Substance Preset to all selected Assets. However, all Asset Parameters that are not included in the preset will remain unchanged. Parameters in the preset that are not included in the Asset will be ignored.
此命令为所有选定的资产分配一个物质预置。但是,未包括在预设中的所有资产参数将保持不变。预置中未包含在资产中的参数将被忽略。
预置输出物质
This command exports a Preset file for each selected Asset. Only those settings will be exported that deviate from their default values.
此命令为每个选定的资产导出一个预设文件。只有那些偏离默认值的设置才会被导出。
磁盘缓存菜单
When a scene is loaded, all Asset textures must first be created again (and placed in the RAM). This can take quite some time, depending on the number and resolution. To shorten this process, the textures can be saved to a "substance cache" directory in the scene’s own directory.
加载场景时,必须首先再次创建所有资产纹理(并放置在 RAM 中)。这可能需要相当长的时间,这取决于数量和分辨率。为了缩短这个过程,纹理可以保存到场景自己的目录中的“物质缓存”目录中。
Depending on their resolution, these textures can require a lot of memory (tip: the texture creation can be set to PNG or JPEG compression in the Substance Engine Preferences!).
根据它们的分辨率,这些纹理可能需要大量的内存(提示: 纹理创建可以在 Substance Engine Preferences 中设置为 PNG 或 JPEG 压缩!).
Tip: 提示:选择缓存
This command caches all selected Substances.
此命令缓存所有选定的物质。
修改缓存
Only those textures that have modified in comparison to the cached Assets will be cached (if settings are changed, updated textures will not be automatically cached).
只有那些与缓存的资产相比已经修改的纹理才会被缓存(如果更改了设置,则不会自动缓存更新的纹理)。
缓存所有数据
Textures of all Assets will be cached.
将缓存所有资产的纹理。
为 SelectedClear 所有缓存清除缓存
These commands delete the cached textures (only for the file format defined in the Preferences menu) for selected/all Substances.
这些命令删除选定/所有物质的缓存纹理(仅针对 Preferences 菜单中定义的文件格式)。